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Nemo's War (Second Edition): Nautilus Upgrades Expansion Pack #1 — Rules Manual

Victory Point Games, Frosted Games, Tabletop Tycoon Inc. · Board game · 2018
1–4 · best 1 Solo 60–120 min Weight 3.2/5 Official PDF 4 pages
8.5 rating Ludopedia
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EXPANSION PACK #1
Nemo's War
Nautilus Upgrades

This Expansion Pack includes 12 new
Nautilus Upgrade cards. There are different
ways to add them to your deck of Nautilus
Upgrade cards, all of which apply after
purchasing (or not) your Motive Upgrade
card during Setup Step 3. Instead of
slots are occupied. "...you can do that (i.e., "the
easy way") by just shuffling all of the remaining
Upgrade cards together and letting fate decide)
OR select one of the following based on the
difficulty level you prefer:

2
Adventurer's League

+1 DRM to all Adventure card TEST die rolls.

"My legacy? After Gwalior, I escaped to gather great hearts and blaze a trail
across the world. The example of our deeds and tales of our adventures should
inspire all to a better future. The imperialists still task me, but now I fight
them on my own terms."
1
3
3
0*
3

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Description

The Nautilus Upgrades Expansion Pack presents 12 new Nautilus Upgrade cards including the Clockwork Cipher, the
Adventurer's League, Nemo's Manifesto, Prize Crew Quarters, and more! Sail aboard the Nautilus as you have never sailed
with her before.

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Prize Crew Quarters 2
Instead of placing a Sunken Ship token as Salvage, you may
place it on this card. After each Rest Action (successful or not),
you may discard one of them to "train" (i.e., gain)
1 Crew Resource.

Captain Nemo delegated First Officer Rojas to sort through the human
flotsam in the battle's wake and recruit from among them the skills most
needed aboard ship.

Officers' Mess 2
After completing an Action that you paid 2 Action Points to
perform, you may immediately conduct a free Move Action.

Nemo's officers were less reclusive than their Captain. One of their pleasures
aboard the Nautilus was to congregate around a handsome, gilded mess
table. There, they could meet, dine, and discuss plans necessary to
keep the Nautilus in trim, their crew busy with adventures,
and their ship on the move.

Nemo's Sancto rum 2
Once during each Action Phase, you may either:
A) gain 2 Action Points by reducing the Nemo Resource by 1,
or B) gain 1 Nemo Resource by expending 2 Action Points (or
1 during a Lull Turn).

None were allowed in his sanctum sanctorum, and he was only disturbed
there under the most dire of circumstances. When he emerged from his repose,
we were never certain which Nemo we would encounter.

Nemo's Manifesto 1
After PASSING an Incite Action, you may then spend 1 Ship
Resource using its DRM as a further reduction in
(e.g., if it would have provided a +3 DRM,
you instead receive an additional -3 ).

Captain Nemo, always passionate about the Why of rebellion for subject
peoples, turned his mind to the more practical matter of the
How of rebellion.

Nemo's Cell Batteries 1
During each Lull Turn, you gain one Action Point.

Captain Nemo was developing a method for storing electricity in batteries
using saltwater, silver, and zinc. When I enquired about them, he told me
these were easy to build and experiment with, if not yet powerful, with the
sea providing its electrolyte component and the two electrodes made of
the different transition metals.

Nemo Prism Binoculars 0*
*Available for free when any other Upgrade card
is Refit onto the Nautilus.

Once per Action Phase, when you reveal a Hidden Ship token,
you may redraw it, returning the first Ship token drawn
to the Ship cup afterward.

Since Galileo, scientists have tried fitting together two telescopes for binocular
vision, and Captain Nemo had found a power prism to fashion them.

---

2 Guilds Deck 2
Immediately select one set-aside Upgrade card of your choice
and place it as an available Upgrade. During each Lull Turn,
also place one gemstone (if available) on the next empty space
on the Salvage track (if it is not full). Each such gemstone
counts as one Salvage Point.

What kind of things and beings existed in this strange boat? What
mechanical agents created its prodigious speed and resources?

2 Adventurer's League 3
+1 DRM to all Adventure card TEST die rolls.

"My legacy? After Gwalior, I escaped to gather great hearts and blaze a trail
across the world. The example of our deeds and tales of our adventures should
inspire all to a better future. The imperialists still task me, but now I fight
them on my own terms."

1 Electro-Coil Bolts 2
During each occasion when you sink a Ship token,
you may change its Notoriety impact to a -1 reduction
instead by taking one (additional) Hull Hit.

I discovered large electromagnetic induction heating coils near a topside
hatch. Requiring the ship's great power as their transformer, when charged
they could ignite nearby vessels after evacuating their crews.

2 Clockwork Cipher 3
Once during each Action Phase, you may flip any one revealed
Ship token in the Nautilus' Ocean for free.

Nemo had decrypted the patterns of the shipping lanes and off-line crossings!
He knew all, as every nation's ships transited his oceans with the regularity
of a ticking clock to which only Captain Nemo could tell the time and
was audacious enough to set the alarm.

1 Electric Horns 1
Once per Action Phase, you may spend 1 Action Point for
-1 (or -2 during a Lull Turn).

Playing horns at sea to communicate was an ancient tradition from the
conch to the bugle. When amplified by the Nautilus' electricity, projected
imitations of sky and ocean sounds carried afar, well beyond the cacophony
of battle or the eerie rhythmic churning of our engines.

3 Crystalline Sensors 3
Each Placement Phase, you may reroll one die one time
and apply that result.

These were the most unusual fixtures protruding from the Nautilus, both at
the prow and the rudder. Clear and crystalline in appearance, what their
function was I could only speculate, as all my enquiries about them were
met with only secretive smiles in reply.

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